5e SRD Monsters

A complete, searchable index of all monsters found in the Dungeond and Dragons 5th Edition SRD. To filter 5e monsters by size, type, challenge rating -- or to search for a specific monster or by another criteria, hit the filters button below.

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Warhorse Skeleton

Large
undead
,
lawful evil
Challenge
1/2
(100 XP)
Armor Class:
13 (Barding Scraps)
Hit Points:
22
(3d10 + 6)
STR
18
(+4)
DEX
12
(+1)
CON
15
(+2)
INT
2
(-4)
WIS
8
(-1)
CHA
5
(-3)
Speed:
60 ft.
Saving Throws:
Skills:
Senses:

Darkvision 60 ft., Passive Perception 9

Languages:

--

Traits

See the full stat block here

Water Elemental

Large
elemental
,
neutral
Challenge
5
(1,800 XP)
Armor Class:
14 (Natural Armor)
Hit Points:
114
(12d10 + 48)
STR
18
(+4)
DEX
14
(+2)
CON
18
(+4)
INT
5
(-3)
WIS
10
(+0)
CHA
8
(-1)
Speed:
30 ft., swim 90 ft.
Saving Throws:
Skills:
Senses:

Darkvision 60 ft., Passive Perception 10

Languages:

Aquan

Traits

Water Form. The elemental can enter a hostile creature's space and stop there. It can move through a space as narrow as 1 inch wide without squeezing.

Freeze. If the elemental takes cold damage, it partially freezes; its speed is reduced by 20 feet until the end of its next turn.

See the full stat block here

Weasel

Tiny
beast
,
unaligned
Challenge
0
(10 XP)
Armor Class:
13
Hit Points:
1
(1d4 - 1)
STR
3
(-4)
DEX
16
(+3)
CON
8
(-1)
INT
2
(-4)
WIS
12
(+1)
CHA
3
(-4)
Speed:
30 ft.
Saving Throws:
Skills:

Perception +3, Stealth +5

Senses:

Passive Perception 13

Languages:

--

Traits

Keen Hearing and Smell. The weasel has advantage on Wisdom (Perception) checks that rely on hearing or smell.

See the full stat block here

Werebear

Medium
humanoid
,
neutral good
Challenge
5
(1,800 XP)
Armor Class:
10 In Humanoid Form, 11 In Bear And Hybrid Form
Hit Points:
135
(18d8 + 54)
STR
19
(+4)
DEX
10
(+0)
CON
17
(+3)
INT
11
(+0)
WIS
12
(+1)
CHA
12
(+1)
Speed:
30 ft., 40 ft. in bear or hybrid form
Saving Throws:
Skills:

Perception +7

Senses:

Passive Perception 17

Languages:

Common (can't speak in bear form)

Traits

Shapechanger. The werebear can use its action to polymorph into a Large bear-humanoid hybrid or into a Large bear, or back into its true form, which is humanoid. Its statistics, other than its size and AC, are the same in each form. Any equipment it is wearing or carrying isn't transformed. It reverts to its true form if it dies.

Keen Smell. The werebear has advantage on Wisdom (Perception) checks that rely on smell.

See the full stat block here

Wereboar

Medium
humanoid
,
neutral evil
Challenge
4
(1,100 XP)
Armor Class:
10 In Humanoid Form, 11 In Boar Or Hybrid Form
Hit Points:
78
(12d8 + 24)
STR
17
(+3)
DEX
10
(+0)
CON
15
(+2)
INT
10
(+0)
WIS
11
(+0)
CHA
8
(-1)
Speed:
30 ft., 40 ft. in boar form
Saving Throws:
Skills:

Perception +2

Senses:

Passive Perception 12

Languages:

Common (can't speak in boar form)

Traits

Shapechanger. The wereboar can use its action to polymorph into a boar-humanoid hybrid or into a boar, or back into its true form, which is humanoid. Its statistics, other than its AC, are the same in each form. Any equipment it is wearing or carrying isn't transformed. It reverts to its true form if it dies.

Charge (Boar or Hybrid Form Only). If the wereboar moves at least 15 feet straight toward a target and then hits it with its tusks on the same turn, the target takes an extra 7 (2d6) slashing damage. If the target is a creature, it must succeed on a DC 13 Strength saving throw or be knocked prone.

Relentless (Recharges after a Short or Long Rest). If the wereboar takes 14 damage or less that would reduce it to 0 hit points, it is reduced to 1 hit point instead.

See the full stat block here

Wererat

Medium
humanoid
,
lawful evil
Challenge
2
(450 XP)
Armor Class:
12
Hit Points:
33
(6d8 + 6)
STR
10
(+0)
DEX
15
(+2)
CON
12
(+1)
INT
11
(+0)
WIS
10
(+0)
CHA
8
(-1)
Speed:
30 ft.
Saving Throws:
Skills:

Perception +2, Stealth +4

Senses:

Darkvision 60 ft., Passive Perception 12

Languages:

Common (can't speak in rat form)

Traits

Shapechanger. The wererat can use its action to polymorph into a rat-humanoid hybrid or into a giant rat, or back into its true form, which is humanoid. Its statistics, other than its size, are the same in each form. Any equipment it is wearing or carrying isn't transformed. It reverts to its true form if it dies.

Keen Smell. The wererat has advantage on Wisdom (Perception) checks that rely on smell.

See the full stat block here

Weretiger

Medium
humanoid
,
neutral
Challenge
4
(1,100 XP)
Armor Class:
12
Hit Points:
120
(16d8 + 48)
STR
17
(+3)
DEX
15
(+2)
CON
16
(+3)
INT
10
(+0)
WIS
13
(+1)
CHA
11
(+0)
Speed:
30 ft., 40 ft. in tiger form
Saving Throws:
Skills:

Perception +5, Stealth +4

Senses:

Darkvision 60 ft., Passive Perception 15

Languages:

Common (can't speak in tiger form)

Traits

Shapechanger. The weretiger can use its action to polymorph into a tiger-humanoid hybrid or into a tiger, or back into its true form, which is humanoid. Its statistics, other than its size, are the same in each form. Any equipment it is wearing or carrying isn't transformed. It reverts to its true form if it dies.

Keen Hearing and Smell. The weretiger has advantage on Wisdom (Perception) checks that rely on hearing or smell.

Pounce (Tiger or Hybrid Form Only). If the weretiger moves at least 15 feet straight toward a creature and then hits it with a claw attack on the same turn, that target must succeed on a DC 14 Strength saving throw or be knocked prone. If the target is prone, the weretiger can make one bite attack against it as a bonus action.

See the full stat block here

Werewolf

Medium
humanoid
,
chaotic evil
Challenge
3
(700 XP)
Armor Class:
11 In Humanoid Form, 12 In Wolf Or Hybrid Form
Hit Points:
58
(9d8 + 18)
STR
15
(+2)
DEX
13
(+1)
CON
14
(+2)
INT
10
(+0)
WIS
11
(+0)
CHA
10
(+0)
Speed:
30 ft., 40 ft. in wolf form
Saving Throws:
Skills:

Perception +4, Stealth +3

Senses:

Passive Perception 14

Languages:

Common (can't speak in wolf form)

Traits

Shapechanger. The werewolf can use its action to polymorph into a wolf-humanoid hybrid or into a wolf, or back into its true form, which is humanoid. Its statistics, other than its AC, are the same in each form. Any equipment it is wearing or carrying isn't transformed. It reverts to its true form if it dies.

Keen Hearing and Smell. The werewolf has advantage on Wisdom (Perception) checks that rely on hearing or smell.

See the full stat block here

White Dragon Wyrmling

Medium
dragon
,
chaotic evil
Challenge
2
(450 XP)
Armor Class:
16 (Natural Armor)
Hit Points:
32
(5d8 + 10)
STR
14
(+2)
DEX
10
(+0)
CON
14
(+2)
INT
5
(-3)
WIS
10
(+0)
CHA
11
(+0)
Speed:
30 ft., burrow 15 ft., fly 60 ft., swim 30 ft.
Saving Throws:

DEX +2, CON +4, WIS +2, CHA +2

Skills:

Perception +4, Stealth +2

Senses:

Blindsight 10 ft., Darkvision 60 ft., Passive Perception 14

Languages:

Draconic

Traits

See the full stat block here

Wight

Medium
undead
,
neutral evil
Challenge
3
(700 XP)
Armor Class:
14 (Studded Leather)
Hit Points:
45
(6d8 + 18)
STR
15
(+2)
DEX
14
(+2)
CON
16
(+3)
INT
10
(+0)
WIS
13
(+1)
CHA
15
(+2)
Speed:
30 ft.
Saving Throws:
Skills:

Perception +3, Stealth +4

Senses:

Darkvision 60 ft., Passive Perception 13

Languages:

The languages it knew in life

Traits

Sunlight Sensitivity. While in sunlight, the wight has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight.

See the full stat block here

Will-o'-Wisp

Tiny
undead
,
chaotic evil
Challenge
2
(450 XP)
Armor Class:
19
Hit Points:
22
(9d4)
STR
1
(-5)
DEX
28
(+9)
CON
10
(+0)
INT
13
(+1)
WIS
14
(+2)
CHA
11
(+0)
Speed:
0 ft., fly 50 ft. (hover)
Saving Throws:
Skills:
Senses:

Darkvision 120 ft., Passive Perception 12

Languages:

The languages it knew in life

Traits

Consume Life. As a bonus action, the will-o'-wisp can target one creature it can see within 5 feet of it that has 0 hit points and is still alive. The target must succeed on a DC 10 Constitution saving throw against this magic or die. If the target dies, the will-o'-wisp regains 10 (3d6) hit points.

Ephemeral. The will-o'-wisp can't wear or carry anything.

Incorporeal Movement. The will-o'-wisp can move through other creatures and objects as if they were difficult terrain. It takes 5 (1d10) force damage if it ends its turn inside an object.

Variable Illumination. The will-o'-wisp sheds bright light in a 5- to 20-foot radius and dim light for an additional number of feet equal to the chosen radius. The will-o'-wisp can alter the radius as a bonus action.

See the full stat block here

Winter Wolf

Large
monstrosity
,
neutral evil
Challenge
3
(700 XP)
Armor Class:
13 (Natural Armor)
Hit Points:
75
(10d10 + 20)
STR
18
(+4)
DEX
13
(+1)
CON
14
(+2)
INT
7
(-2)
WIS
12
(+1)
CHA
8
(-1)
Speed:
50 ft.
Saving Throws:
Skills:

Perception +5, Stealth +3

Senses:

Passive Perception 15

Languages:

Common, Giant, Winter Wolf

Traits

Keen Hearing and Smell. The wolf has advantage on Wisdom (Perception) checks that rely on hearing or smell.

Pack Tactics. The wolf has advantage on an attack roll against a creature if at least one of the wolf's allies is within 5 feet of the creature and the ally isn't incapacitated.

Snow Camouflage. The wolf has advantage on Dexterity (Stealth) checks made to hide in snowy terrain.

See the full stat block here

Wolf

Medium
beast
,
unaligned
Challenge
1/4
(50 XP)
Armor Class:
13 (Natural Armor)
Hit Points:
11
(2d8 + 2)
STR
12
(+1)
DEX
15
(+2)
CON
12
(+1)
INT
3
(-4)
WIS
12
(+1)
CHA
6
(-2)
Speed:
40 ft.
Saving Throws:
Skills:

Perception +3, Stealth +4

Senses:

Passive Perception 13

Languages:

--

Traits

Keen Hearing and Smell. The wolf has advantage on Wisdom (Perception) checks that rely on hearing or smell.

Pack Tactics. The wolf has advantage on attack rolls against a creature if at least one of the wolf's allies is within 5 feet of the creature and the ally isn't incapacitated.

See the full stat block here

Worg

Large
monstrosity
,
neutral evil
Challenge
1/2
(100 XP)
Armor Class:
13 (Natural Armor)
Hit Points:
26
(4d10 + 4)
STR
16
(+3)
DEX
13
(+1)
CON
13
(+1)
INT
7
(-2)
WIS
11
(+0)
CHA
8
(-1)
Speed:
50 ft.
Saving Throws:
Skills:

Perception +4

Senses:

Darkvision 60 ft., Passive Perception 14

Languages:

Goblin, Worg

Traits

Keen Hearing and Smell. The worg has advantage on Wisdom (Perception) checks that rely on hearing or smell.

See the full stat block here

Wraith

Medium
undead
,
neutral evil
Challenge
5
(1,800 XP)
Armor Class:
13
Hit Points:
67
(9d8 + 27)
STR
6
(-2)
DEX
16
(+3)
CON
16
(+3)
INT
12
(+1)
WIS
14
(+2)
CHA
15
(+2)
Speed:
0 ft., fly 60 ft. (hover)
Saving Throws:
Skills:
Senses:

Darkvision 60 ft., Passive Perception 12

Languages:

The languages it knew in life

Traits

Incorporeal Movement. The wraith can move through other creatures and objects as if they were difficult terrain. It takes 5 (1d10) force damage if it ends its turn inside an object.

Sunlight Sensitivity. While in sunlight, the wraith has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight.

See the full stat block here

Wyvern

Large
dragon
,
unaligned
Challenge
6
(2,300 XP)
Armor Class:
13 (Natural Armor)
Hit Points:
110
(13d10 + 39)
STR
19
(+4)
DEX
10
(+0)
CON
16
(+3)
INT
5
(-3)
WIS
12
(+1)
CHA
6
(-2)
Speed:
20 ft., fly 80 ft.
Saving Throws:
Skills:

Perception +4

Senses:

Darkvision 60 ft., Passive Perception 14

Languages:

--

Traits

See the full stat block here

Xorn

Medium
elemental
,
neutral
Challenge
5
(1,800 XP)
Armor Class:
19 (Natural Armor)
Hit Points:
73
(7d8 + 42)
STR
17
(+3)
DEX
10
(+0)
CON
22
(+6)
INT
11
(+0)
WIS
10
(+0)
CHA
11
(+0)
Speed:
20 ft., burrow 20 ft.
Saving Throws:
Skills:

Perception +6, Stealth +3

Senses:

Darkvision 60 ft., Tremorsense 60 ft., Passive Perception 16

Languages:

Terran

Traits

Earth Glide. The xorn can burrow through nonmagical, unworked earth and stone. While doing so, the xorn doesn't disturb the material it moves through.

Stone Camouflage. The xorn has advantage on Dexterity (Stealth) checks made to hide in rocky terrain.

Treasure Sense. The xorn can pinpoint, by scent, the location of precious metals and stones, such as coins and gems, within 60 feet of it.

See the full stat block here

Yeti

Large
monstrosity
,
chaotic evil
Challenge
3
(700 XP)
Armor Class:
12 Natural Armor
Hit Points:
51
(6d10 + 18)
STR
18
(+4)
DEX
13
(+1)
CON
16
(+3)
INT
8
(-1)
WIS
12
(+1)
CHA
7
(-2)
Speed:
40 ft., climb 40 ft.
Saving Throws:
Skills:

Perception +3, Stealth +3

Senses:

Darkvision 60 ft., Passive Perception 13

Languages:

Yeti

Traits

Fear of Fire. If the yeti takes fire damage, it has disadvantage on attack rolls and ability checks until the end of its next turn.

Keen Smell. The yeti has advantage on Wisdom (Perception) checks that rely on smell.

Snow Camouflage. The yeti has advantage on Dexterity (Stealth) checks made to hide in snowy terrain.

See the full stat block here

Young Black Dragon

Large
dragon
,
chaotic evil
Challenge
7
(2,900 XP)
Armor Class:
18 (Natural Armor)
Hit Points:
127
(15d10 + 45)
STR
19
(+4)
DEX
14
(+2)
CON
17
(+3)
INT
12
(+1)
WIS
11
(+0)
CHA
15
(+2)
Speed:
40 ft., fly 80 ft., swim 40 ft.
Saving Throws:

DEX +5, CON +6, WIS +3, CHA +5

Skills:

Perception +6, Stealth +5

Senses:

Blindsight 30 ft., Darkvision 120 ft., Passive Perception 16

Languages:

Common, Draconic

Traits

Amphibious. The dragon can breathe air and water.

See the full stat block here

Young Blue Dragon

Large
dragon
,
lawful evil
Challenge
9
(5,000 XP)
Armor Class:
18 (Natural Armor)
Hit Points:
152
(16d10 + 64)
STR
21
(+5)
DEX
10
(+0)
CON
19
(+4)
INT
14
(+2)
WIS
13
(+1)
CHA
17
(+3)
Speed:
40 ft., burrow 20 ft., fly 80 ft.
Saving Throws:

DEX +4, CON +8, WIS +5, CHA +7

Skills:

Perception +9, Stealth +4

Senses:

Blindsight 30 ft., Darkvision 120 ft., Passive Perception 19

Languages:

Common, Draconic

Traits

See the full stat block here

Young Brass Dragon

Large
dragon
,
chaotic good
Challenge
6
(2,300 XP)
Armor Class:
17 (Natural Armor)
Hit Points:
110
(13d10 + 39)
STR
19
(+4)
DEX
10
(+0)
CON
17
(+3)
INT
12
(+1)
WIS
11
(+0)
CHA
15
(+2)
Speed:
40 ft., burrow 20 ft., fly 80 ft.
Saving Throws:

DEX +3, CON +6, WIS +3, CHA +5

Skills:

Perception +6, Persuasion +5, Stealth +3

Senses:

Blindsight 30 ft., Darkvision 120 ft., Passive Perception 16

Languages:

Common, Draconic

Traits

See the full stat block here

Young Bronze Dragon

Large
dragon
,
lawful good
Challenge
8
(3,900 XP)
Armor Class:
18 (Natural Armor)
Hit Points:
142
(15d10 + 60)
STR
21
(+5)
DEX
10
(+0)
CON
19
(+4)
INT
14
(+2)
WIS
13
(+1)
CHA
17
(+3)
Speed:
40 ft., fly 80 ft., swim 40 ft.
Saving Throws:

DEX +3, CON +7, WIS +4, CHA +6

Skills:

Insight +4, Perception +7, Stealth +3

Senses:

Blindsight 30 ft., Darkvision 120 ft., Passive Perception 17

Languages:

Common, Draconic

Traits

Amphibious. The dragon can breathe air and water.

See the full stat block here

Young Copper Dragon

Large
dragon
,
chaotic good
Challenge
7
(2,900 XP)
Armor Class:
17 (Natural Armor)
Hit Points:
119
(14d10 + 42)
STR
19
(+4)
DEX
12
(+1)
CON
17
(+3)
INT
16
(+3)
WIS
13
(+1)
CHA
15
(+2)
Speed:
40 ft., climb 40 ft., fly 80 ft.
Saving Throws:

DEX +4, CON +6, WIS +4, CHA +5

Skills:

Deception +5, Perception +7, Stealth +4

Senses:

Blindsight 30 ft., Darkvision 120 ft., Passive Perception 17

Languages:

Common, Draconic

Traits

See the full stat block here

Young Gold Dragon

Large
dragon
,
lawful good
Challenge
10
(5,900 XP)
Armor Class:
18 (Natural Armor)
Hit Points:
178
(17d10 + 85)
STR
23
(+6)
DEX
14
(+2)
CON
21
(+5)
INT
16
(+3)
WIS
13
(+1)
CHA
20
(+5)
Speed:
40 ft., fly 80 ft., swim 40 ft.
Saving Throws:

DEX +6, CON +9, WIS +5, CHA +9

Skills:

Insight +5, Perception +9, Persuasion +9, Stealth +6

Senses:

Blindsight 30 ft., Darkvision 120 ft., Passive Perception 19

Languages:

Common, Draconic

Traits

Amphibious. The dragon can breathe air and water.

See the full stat block here

Young Green Dragon

Large
dragon
,
lawful evil
Challenge
8
(3,900 XP)
Armor Class:
18 (Natural Armor)
Hit Points:
136
(16d10 + 48)
STR
19
(+4)
DEX
12
(+1)
CON
17
(+3)
INT
16
(+3)
WIS
13
(+1)
CHA
15
(+2)
Speed:
40 ft., fly 80 ft., swim 40 ft.
Saving Throws:

DEX +4, CON +6, WIS +4, CHA +5

Skills:

Deception +5, Perception +7, Stealth +4

Senses:

Blindsight 30 ft., Darkvision 120 ft., Passive Perception 17

Languages:

Common, Draconic

Traits

Amphibious. The dragon can breathe air and water.

See the full stat block here
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